Web: http://test.realmofthemadgod.com/
Projector: https://test.realmofthemadgod.com/client
Hello! We are starting a new public testing session today which will last until Friday the 7th, 11:00 a.m. UTC.
This new public testing session covers:
- The upcoming Bard class, using bows, robes, and the brand new Lute ability!
- Some restructuring changes to tiered abilities and top tiers.
Bard
We are excited to present you the new version of the Bard. It will be the first class to be introduced with the Unity client. The Bard focuses on mid - long range support. Wearing a robe he has less dexterity via the armors. That is why he has a high natural max dexterity.
The Lutes follows the new tiered gear progression. All tiers duration and range is 3 (for both effect).
Tier | MP | Range Boost | Energize duration |
---|---|---|---|
0 | 70 | 1.1 | - |
1 | 75 | 1.2 | - |
2 | 80 | 1.3 | 1.5 |
3 | 85 | 1.3 | 1.5 |
4 | 90 | 1.4 | 3 |
5 | 95 | 1.4 | 3 |
6 | 100 | 1.5 | 4.5 |
We are already aware of a bug where the range-boosting effect of Inspired appears to influence ability projectiles as well (shields, quivers, etc.). This is only a visual glitch, however, and will be fixed.
NOTE: We strongly suggest that you delete your Bards on the testing client before PT ends, or it may break your testing account and you will need to create a new one for the next public testing session. Rest assured however that it will not have any effect on your real account either way.
Tiered Item Changes
With the present creation of Oryx 3, T7 abilities will be released (surprise!) However, as many of you likely already know well, T6 abilities are in an unusual spot due to the uneven progression of tiered abilities. Despite the significant jump in rarity and value, the vast majority of T6 abilities are statistical duplicates of their much more common T5 counterparts, except with a few very weak stat bonuses tacked on (namely +2 VIT and +2 WIS).
While we’re excited for T7 abilities, we don’t want to release them without first addressing T6, otherwise they would be rendered even more pointless functionally. We are adjusting tiered progression for most abilities to accommodate this and taking the opportunity to solve all lingering redundancies (we’ve already restructured some such as scepters and traps in the past during class balancing patches).
As a rule of thumb, T6 abilities will not be touched directly except in a few minor cases, since UTs are typically built to be balanced around these average stats. Instead, T5s and below will be tweaked to not only make room for the changes made to T5, but also create a more even progression overall where every step matters.
One change that applies across the board (and thus won’t be mentioned individually) is that the consistent +2 VIT and WIS on all T6 abilities will be converted to +20 HP and MP. This is more impactful and allows more room for expansion, with future T7s then granting +40 HP and MP for added incentive. Additionally, any ability type that does not already have a core stat bonus associated with it (DEF on helms, SPD on cloaks, etc.) will receive one, simply to give it more identity.
There’s a good deal of information to cover, so to make things easier to read and compare, the current stats of each ability type will be included to quickly cross-reference and better visualize how things are shifting.
Cloaks
Cloaks are simple and straightforward, and can be handled simply by offsetting the slopes for MP and duration. T0 will start at 55 MP and a duration of 2.5 seconds, with each tier increasing by 5 MP and 0.5 seconds of duration to align with where T6 is by the end. T6 can also slightly continue the stat progression by receiving another DEX point.
Tier | MP | Duration | DEX/SPD |
---|---|---|---|
0 | 55 | 2.5 | 0/0 |
1 | 60 | 3 | 0/0 |
2 | 65 | 3.5 | 0/3 |
3 | 70 | 4 | 0/5 |
4 | 75 | 4.5 | 3/5 |
5 | 80 | 5 | 4/5 |
6 | 85 | 5.5 | 5/5 |
Quivers
Quivers can take the same approach as cloaks by reducing the starting point of T0 by 5 MP and 40 average damage to align by T6. The T6 quiver can also receive another DEX point.
Tier | MP | Damage | DEX |
---|---|---|---|
0 | 45 | 60-100 (80) | 0 |
1 | 50 | 100-140 (120) | 1 |
2 | 55 | 140-180 (160) | 2 |
3 | 60 | 180-220 (200) | 3 |
4 | 65 | 200-280 (240) | 4 |
5 | 70 | 250-310 (280) | 5 |
6 | 75 | 290-350 (320) | 6 |
Spells
Spell progression is a bit shakier. The total average damage increases by approximately 400 with each step, give or take 50 damage. T0 also has a tighter damage range than most. T6 actually is slightly different, but only by having a wider damage range. The average remains identical to T5. MP will take the same approach as before, starting at 20 and working back up. The damage takes a bit more math, going in units of an average total of 350. Since this is the first ability without a core stat bonus associated with it, WIS will be included too in a very straightforward manner for a little extra spammability.
Tier | Shot Damage | Total Damage | WIS |
---|---|---|---|
0 | 15-20 (17.5) | 300-400 (350) | 0 |
1 | 30-40 (35) | 600-800 (700) | 1 |
2 | 40-65 (52.5) | 800-1300 (1050) | 2 |
3 | 50-90 (70) | 1000-1800 (1400) | 3 |
4 | 60-115 (87.5) | 1200-2300 (1750) | 4 |
5 | 70-140 (105) | 1400-2800 (2100) | 5 |
6 | 80-165 (122.5) | 1600-3300 (2450) | 6 |
Tomes
The T6 tome is adequately distinct from T5 for the most part after the wismod rework. The only glaring copy is the base heal amount being the same, a consequence of T2 taking a massive leap compared to any other. T2 marks a change in a number of ways with the introduction of Healing and a slower climb in range and MP from that point. This could potentially be evened out in the future, but this wouldn’t be a necessary ability to touch in preparation for T7s, as this scaling already allows room for further tiers without redundancy. The only consistency change needed is a stat bonus. This time it would be VIT, increasing linearly along with the tier number.
Tier | VIT |
---|---|
0 | 0 |
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
6 | 6 |
Helms
Helms are easy to sort out. Bumping T0’s MP back to 55 like cloaks, adjusting T1’s effect duration to progress at a 0.5 interval like the others and increasing from there, and realigning the DEF bonuses as seen below lets the scaling meet at T6.
Tier | MP | Duration | DEF |
---|---|---|---|
0 | 55 | 3 | 2 |
1 | 60 | 3.5 | 3 |
2 | 65 | 4 | 4 |
3 | 70 | 4.5 | 5 |
4 | 75 | 5 | 6 |
5 | 80 | 5.5 | 8 |
6 | 85 | 6 | 10 |
Shields
The T6 shield is slightly different from T5 already, but not by a noticeable enough amount that a T7 shield could follow the same progression and feel big. A few realignment changes have been made, mainly at T5.
Tier | MP | Shots | Damage | DEF |
---|---|---|---|---|
0 | 85 | 1 | 55-90 (72.5) | 2 |
1 | 85 | 2 | 100-140 (240) | 3 |
2 | 90 | 3 | 150-190 (510) | 4 |
3 | 90 | 3 | 190-240 (645) | 6 |
4 | 95 | 4 | 230-280 (1020) | 8 |
5 | 95 | 4 | 270-330 (1200) | 10 |
6 | 100 | 5 | 300-360 (1650) | 12 |
Seals
The HP boost is the only feature which sees significant change between each tier, so seals are acceptable as they are now for expanding tier progression. The stat bonus added is DEX.
Tier | DEX |
---|---|
0 | 0 |
1 | 0 |
2 | 2 |
3 | 2 |
4 | 3 |
5 | 3 |
6 | 4 |
Poisons
With the exception of radius, the scaling of most poison attributes is jumpy, and T5 and T6 are still mostly identical aside from a very minor shift between DoT and impact damage. These adjustments are especially delicate since assassins also have to consider MP efficiency translating to damage. A WIS bonus has been included.
Tier | MP | Radius | DoT | Impact | Duration | WIS |
---|---|---|---|---|---|---|
0 | 25 | 2 | 100 | 20 | 3 | 0 |
1 | 40 | 2.5 | 200 | 50 | 3.2 | 1 |
2 | 55 | 3 | 300 | 80 | 3.5 | 1 |
3 | 70 | 3.5 | 400 | 110 | 3.7 | 2 |
4 | 80 | 4 | 500 | 140 | 4 | 2 |
5 | 90 | 4.5 | 600 | 170 | 4.3 | 3 |
6 | 100 | 5 | 700 | 200 | 4.5 | 3 |
Skulls
Skulls have a balanced progression as they are now. The only change made is lowering T5’s heal to 105 and MP cost to 110 for distinction.
Traps
Traps are also close to being fine thanks to past reworking. By lowering T5’s MP to 100 and damage to 300, the only other redundancy is the radius, which is treated like past abilities by reducing the starting point by 0.5.
Tier | MP | Damage | Radius | ATT |
---|---|---|---|---|
0 | 40 | 60 | 3.5 | 0 |
1 | 50 | 95 | 4 | 0 |
2 | 60 | 140 | 4.5 | 0 |
3 | 75 | 200 | 5 | 0 |
4 | 90 | 260 | 5.5 | 1 |
5 | 100 | 300 | 6 | 2 |
6 | 105 | 350 | 6.5 | 3 |
Orbs
The progression of orbs is perfectly future-proof as is. The only obvious change is to increase T5’s MP to 85 and T0’s to 60 for consistency. Starting at T3, orbs will also receive a VIT bonus.
Tier | MP | VIT |
---|---|---|
0 | 60 | 0 |
1 | 65 | 0 |
2 | 70 | 0 |
3 | 75 | 1 |
4 | 80 | 2 |
5 | 85 | 3 |
6 | 90 | 4 |
Prisms
Should be easily treated by changing the duration progression to go from 3 to 9 seconds by increments of 1 (T6 can afford to have a slight buff in this regard) and changing T6’s MP to 90. A WIS bonus will also be applied linearly from T1.
Tier | MP | Duration | WIS |
---|---|---|---|
0 | 60 | 3 | 0 |
1 | 65 | 4 | 1 |
2 | 70 | 5 | 2 |
3 | 75 | 6 | 3 |
4 | 80 | 7 | 4 |
5 | 85 | 8 | 5 |
6 | 90 | 9 | 6 |
Scepters
Scepters are very close to being fine, but need an MP offset starting at 30. SPD will also be added starting at T4.
Tier | MP | SPD |
---|---|---|
0 | 30 | 0 |
1 | 40 | 0 |
2 | 50 | 0 |
3 | 60 | 0 |
4 | 70 | 1 |
5 | 80 | 2 |
6 | 90 | 3 |
Stars
Although not strictly necessary to make way for T7, the MP costs for T5 and T6 will go to 80 and 90 respectively, slightly lessening the blow when trying to just use a star for speedy movement and reducing the need to carry a T0 purely for that. The projectile range for T0 and T4 will also be standardized to reduce confusion (sorry Wind Circle). For its stat bonus, stars will receive a very generous amount of VIT to aid the ninja’s survivability. From T0: 0 -> 3 -> 3 -> 6 -> 6 -> 9 -> 9.
Tier | MP | Range | VIT |
---|---|---|---|
0 | 30 | 15 | 0 |
1 | 40 | 15 | 3 |
2 | 50 | 15 | 3 |
3 | 60 | 15 | 6 |
4 | 70 | 15 | 6 |
5 | 80 | 15 | 9 |
6 | 90 | 15 | 9 |
Wakizashis
The T5 waki lacks maximum Exposed duration, but still treads quite close to T6 in its current form. This has been tweaked by knocking its MP to 75 and lowering the damage to 300-450 (1500). Wakis will also receive DEX from 0 to 6 linearly, which the samurai otherwise sorely lacks.
Tier | MP | Shots | Damage | DEX |
---|---|---|---|---|
0 | 40 | 2 | 150-250 (400) | 0 |
1 | 50 | 2 | 250-350 (600) | 1 |
2 | 60 | 3 | 200-300 (750) | 2 |
3 | 65 | 3 | 300-400 (1050) | 3 |
4 | 70 | 4 | 250-350 (1200) | 4 |
5 | 75 | 4 | 300-450 (1500) | 5 |
6 | 80 | 4 | 400-500 (1800) | 6 |
T13 Weapons and T14 Armor Revisions
With the introduction of Oryx 3 dropping T14 weapons and T15 armors, T13 weapons and T14 armors will no longer be the top tiered items in the game. To make those worthwhile and help the progression feel more justified as a whole, we need them to be a bigger jump than usual, making T13/T14 shine despite no longer being the absolute peak of the tiered system. That requires a buff to both stats and drop rates.
T14 Armors
To make the comparison easier, we will be listing the stats of the T13, T14 and T15 armors. As things stand, they have a simple linear progression that has close to no impact in game.
T13 Robe: +55 MP, +4 ATT, +13 DEF, +6 WIS
T14 Robe: +60 MP, +4 ATT, +14 DEF, +7 WIS
T15 Robe: +65 MP, +4 ATT, +15 DEF, +7 WIS
T13 Leather: +17 DEF, +5 DEX
T14 Leather: +18 DEF, +5 DEX
T15 Leather: +19 DEF, +5 DEX
T13 Heavy: +24 DEF
T14 Heavy: +25 DEF
T15 Heavy: +26 DEF
Here are the new planned stats of T13/T14/T15 armors. They have a bigger jump between tiers, the equivalent of two tiers with the previous system, making T14 more interesting and T15 an item absolutely worth using. Although they may not have any particular quirk like UTs, they’re still naturally desirable by virtue of UTs being mostly balanced around WC top quality.
T13 Robe: +55 MP, +4 ATT, +13 DEF, +6 WIS
T14 Robe: +65 MP, +5 ATT, +15 DEF, +7 WIS
T15 Robe: +75 MP, +6 ATT, +17 DEF, +8 WIS
T13 Leather: +17 DEF, +5 DEX
T14 Leather: +19 DEF, +6 DEX
T15 Leather: +21 DEF, +7 DEX
T13 Heavy: +24 DEF
T14 Heavy: +26 DEF
T15 Heavy: +28 DEF
T13 Weapons
Like before, here are the current standings of the three top weapon tiers.
T12 Staff: 60-100 (80)
T13 Staff: 60-105 (82.5)
T14 Staff: 65-105 (85)
T12 Wand: 95-140 (117.5)
T13 Wand: 100-140 (120)
T14 Wand: 100-145 (122.5)
T12 Bow: 50-75 (62.5)
T13 Bow: 55-75 (65)
T14 Bow: 55-80 (67.5)
T12 Dagger: 95-175 (135)
T13 Dagger: 95-180 (137.5)
T14 Dagger: 100-180 (140)
T12 Sword: 220-275 (247.5)
T13 Sword: 225-280 (252.5)
T14 Sword: 230-285 (257.5)
T12 Katana: 135-180 (157.5)
T13 Katana: 145-185 (165)
T14 Katana: 150-190 (170)
Here are the new planned stats of T12/T13/T14 weapons. The jump is based on the difference between current T12 and T13 multiplied by 3 for T13, and multiplied by 6 for T14.
T12 Staff: 60-100 (80)
T13 Staff: 65-110 (87.5)
T14 Staff: 75-115 (95)
T12 Wand: 95-140 (117.5)
T13 Wand: 105-145 (125)
T14 Wand: 110-155 (132.5)
T12 Bow: 50-75 (62.5)
T13 Bow: 60-80 (70)
T14 Bow: 70-85 (77.5)
T12 Dagger: 95-175 (135)
T13 Dagger: 100-185 (142.5)
T14 Dagger: 110-190 (150)
T12 Sword: 220-275 (247.5)
T13 Sword: 235-290 (262.5)
T14 Sword: 250-305 (277.5)
T12 Katana: 135-180 (157.5)
T13 Katana: 160-200 (180)
T14 Katana: 180-225 (202.5)
Slightly unrelated, but T6 Rings which aren’t Magic/Health will get their stats bumped to +10 to match the HP/MP rings.
Various Drop Rate/Location Changes
Without giving exact numbers, current T13/14 drop location rates (MBC, Void, Fungal, Crystal, and Nest) will receive a substantial buff, roughly doubled and in some cases tripled. We’ll also likely streamline the drop table setup internally to make the rates more balanced and feel closer to how the WC handles it.
Speaking of which, WC tops will be removed from all sources except for Oryx 2 and the Shatters to slightly reinstate some of their value and not make them so overly reliable to come by (looking at you, Murderous Megamoth).
Lastly, stat potion drop rates will be nerfed across endgame dungeons, though we don’t have precise details to share on that plan at this time. The whole tier system will likely see further review someday, but consider this O3 prep to be a small yet important step toward better balancing rarity with value and helping revitalize some of the trading economy.
Other Info
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Remember, this week there will be events in the Crawling Depths and Parasite Chambers! You can get more details on those here.
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A revised version of Belladonna’s Garden will be released on February 12th, along with some fresh Valentine’s Day activities! Belladonna is ready, are you?
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We will be hosting a Q&A session on the official Discord this Friday, 5 p.m. UTC. Join us here!